Question: Does this include an IPv6 aspect, or is that something that will definitely be held for FGU?
Great work as always, BTW :)
Cheers
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We're looking into 64-bit client for FG Classic, but I won't know if it's possible until we verify we can rebuild all the libraries and updater to support. We're still discussing how that fits into our priorities.
IPv6 requires a complete network library replacement, and is outside the scope for FG Classic.
Cheers,
JPG
64 bit was the top of my request list :) It would be nice to have dynamic lighting but 64 bit would mean that I could more of my tokens and maps!
I want all the bits!
;)
Yeah, 64 but access to those of us with 8, 16, 32 (sweet spot) or higher is an awesome win.
I’ve had to convert many a C++ app to 64 bit back in the day. Heck, when I started I used to program Cellular and Pager carrier paging/texting using Cisual Studio 1.52. We kept our exe 16 bit since many of the end users were not the types who kept on top of tech and didn’t carriers didn’t want to exclude business.
Guys, please, please, please be aware of your players setups too.
If you think that having 64bit and using up 10GB of RAM on your local side is a good idea...
Just wait till your first player with 4GB RAM on the PC connects...
You are not operating is isolation from your players - a good chunk of your memory usage will pass on to the players.
64bit will ease some of the bumps but it will not allow you to open slather...
For my local game it rocks. My wife’s pc is smallest with 16 (not counting son’s 8gb laptop but he won’t use that for this) and his is 32 as is mine. My MacBook is also 16 if we have another in person player because no more PCs in the den. I’ve killed a few when I got moved to smaller room. Wait, forget the Linux server I share my second monitor with that one. It’s 32gb but haven’t loaded it with FG yet.
So, there are definitely use cases and memory always becomes more standard every 6 months to year anyhow.